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Code edit (11 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'barricade.x = 2048 + spikeTrap.width;' Line Number: 454
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give all text a black outline
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the +10 signs should fly off to the left side of the screen and be destroyed after a few seconds
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show a +10 sign and play a sound effect when player picks up a collectible
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Increase score by 10 when player picks up a collectible
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add a scorelabel top center of the scree
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make a class for the dustparticle and use its update method instead of running the spread and alpha in an interval
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the dust particles should spread and go transparent before they disappear
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use a separate dustparticle asset for the dustparticles
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'particle.destroy();' Line Number: 169
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the dustparticle effect should be a small aprticle explosion looking like dust that rises from the ground on jump takeoff and landing
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make a dustparticle effect when player jumps and lands
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every five seconds, spawn a spiketrap off the right side of the screen, at groundY and bring it onto the screen at gamespeed + boostspeed
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'data')' in or related to this line: 'var startX = obj.event.data.global.x;' Line Number: 236
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plese make the game.up function detect swipes in three directions, either primarily up,primarily down or primarily right
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/****
* Classes
****/
var Collectible = Container.expand(function () {
var self = Container.call(this);
var assetTypes = ['snacks', 'snacks2', 'snacks3', 'snacks4', 'snacks5', 'snacks6', 'snacks7'];
var randomAsset = assetTypes[Math.floor(Math.random() * assetTypes.length)];
var collectibleGraphics = self.attachAsset(randomAsset, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2 + Math.random() * 2;
self.update = function () {
// Collectible update logic if needed
};
});
// Class for obstacles
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.velocityY = 0;
self.update = function () {
// Update position based on velocityY
self.y -= self.velocityY;
// Apply gravity
self.velocityY -= 1;
// Prevent player from falling below the ground
if (self.y > 2732 - 510) {
self.y = 2732 - 510;
self.velocityY = 0;
}
// Bobbing and bumping animation
self.y += Math.sin(LK.ticks / 3) * 2;
self.rotation = Math.sin(LK.ticks / 20) * 0.1;
};
});
var Shrubbery = Container.expand(function () {
var self = Container.call(this);
var assetType = Math.random() < 0.3 ? 'shrubbery' : Math.random() < 0.5 ? 'pine' : 'berrybush';
var shrubberyGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 1
});
self.speed = 0;
self.update = function () {
// Shrubbery update logic if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Add background image
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// Add first path image
var path1 = LK.getAsset('path', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 2732 - 400
});
game.addChild(path1);
// Add second path image
var path2 = LK.getAsset('path', {
anchorX: 0,
anchorY: 0,
x: 2048,
y: 2732 - 400
});
game.addChild(path2);
// Function to place x amount of shrubberies evenly spaced
function placeShrubberies(count) {
var spacing = 4096 / (count + 1);
for (var i = 1; i <= count; i++) {
var shrubbery = new Shrubbery();
shrubbery.x = spacing * i + (Math.random() * 100 - 50); // Add randomness to x position
shrubbery.y = 2732 - 350 + (Math.random() * 30 - 15); // Add randomness to y position
game.addChild(shrubbery);
}
}
// Place 5 shrubberies as an example
placeShrubberies(16);
// Initialize player
var player = new Player();
player.x = 350;
player.y = 2732 - 510;
game.addChild(player);
// Array to keep track of obstacles
var obstacles = [];
var gameSpeed = 2;
// Function to spawn obstacles
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 4096;
obstacle.y = -50;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Handle touch events for player movement
game.down = function (x, y, obj) {
player.velocityY = 50;
};
// Update game logic
game.update = function () {
// Update player
player.update();
// Move paths to the left
path1.x -= 2;
path2.x -= 2;
// Reset path positions for seamless scrolling
if (path1.x <= -2048) {
path1.x = path2.x + 2048;
}
if (path2.x <= -2048) {
path2.x = path1.x + 2048;
}
// Move shrubberies to the left
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child instanceof Shrubbery || child instanceof Collectible) {
child.x -= gameSpeed + child.speed;
if (child.x <= -child.width) {
child.x = 2048 + child.width;
}
}
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (obstacles[i].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn new obstacles
if (LK.ticks % 60 == 0) {
//spawnObstacle();
}
// Spawn new collectible every 30 ticks
if (LK.ticks % 90 == 0) {
var collectible = new Collectible();
collectible.x = 2048 + collectible.width;
collectible.y = Math.random() * (2332 - collectible.height);
game.addChild(collectible);
}
};
A background illstration for a game, rich in style, medieval fantasy themed, of a landscape seen from a great distance, like froma mountain ridge with mountains and forests and lakes and lots of features.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A spritesheet with various poses for a heavily armored little dwarven warrior with an axe in various poses for use in an endless runner game. Te poses should include walking, eating, jumping, ducking low, and chargingforward. Sprites should be laid out in a rectangular grid wih blank space between them. Style should be medieval fantasy.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A game logo for a game called 'Endless Viking Run' using norse font on a background of a viking shield and crossed axes. Muted colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.